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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,480 --> 00:00:04,000 In the last chapters we've been adding  some fine textures at the brick level,   2 00:00:04,000 --> 00:00:07,040 but we've yet to add some big  variation to the wall as a whole.   3 00:00:07,600 --> 00:00:11,840 So far the only global variation we have  is the bricks having different colors.   4 00:00:11,840 --> 00:00:16,000 But as we covered when we added that color  variation, this effect would be caused by the   5 00:00:16,000 --> 00:00:20,640 bricks having different colors to start with, by  mixing bricks from different batches for example. 6 00:00:20,640 --> 00:00:23,680 But this is an old wall, so a lot  of environmental conditions would   7 00:00:23,680 --> 00:00:27,760 also have an effect on the its appearance.  Things like weather exposure, for instance,   8 00:00:27,760 --> 00:00:32,800 which wouldn't affect bricks individually, but  rather the wall as a whole. One key aspect of   9 00:00:32,800 --> 00:00:37,200 rich and interesting looking textures is having  these different types and scales of variation. 10 00:00:37,200 --> 00:00:43,120 So let's add some really large scale texture.  Firstly, we'll need a Noise. Then we'll also need   11 00:00:43,120 --> 00:00:47,920 a Texture Coordinate, and this time, we don't care  about the brick coordinates at all, so let's just   12 00:00:47,920 --> 00:00:52,400 take the plain Object coordinates, so that our  noise maps to the wall as a continuous surface. 13 00:00:53,120 --> 00:00:57,520 Let's take a look at the texture. Since  we want large scale variation here,   14 00:00:57,520 --> 00:01:04,960 we clearly need to make the noise much bigger,  so let's find a suitable value. .2 seems alright. 15 00:01:04,960 --> 00:01:11,840 The let's snap the nodes neatly onto the grid,  and make some space for the rest of our setup.   16 00:01:13,200 --> 00:01:16,000 We'll definitely want to have this  texture affect the brightness,   17 00:01:16,000 --> 00:01:19,600 so let's add yet another multiply  node here, and connect our texture. 18 00:01:21,520 --> 00:01:25,200 If we take a look at the color, we  see some variation, but not that much,   19 00:01:25,200 --> 00:01:29,120 and it's darkening the texture significantly,  because all the values are below one,   20 00:01:29,120 --> 00:01:31,600 so multiplying this reduces the values everywhere. 21 00:01:32,320 --> 00:01:35,040 To get the effect we want,  let's use another Map Range.   22 00:01:37,920 --> 00:01:40,320 Let's compress the input range,  to emphasize the texture,   23 00:01:42,880 --> 00:01:46,160 and then let's widen the output range,  to extend significantly beyond one. 24 00:01:46,800 --> 00:01:51,360 This definitely helps to add some interesting  variation, but we can still push it further.   25 00:01:51,360 --> 00:01:54,240 Looking at the shader output,  this still feels a bit too even.   26 00:01:54,960 --> 00:01:58,560 One thing that we still haven't  randomized at all is the saturation. 27 00:01:58,560 --> 00:02:02,720 So to emphasize the brightness differences,  let's also map this to the saturation.   28 00:02:03,360 --> 00:02:07,840 Let's duplicate the Map Range, leaving the  inputs connected, by using Ctrl+Shift+D.   29 00:02:08,480 --> 00:02:12,400 Then, plugging it into the saturation,  it looks pretty terrible. Clearly,   30 00:02:12,400 --> 00:02:17,120 that's way too much saturation, and also, since  we want to emphasize the brightness differences,   31 00:02:17,120 --> 00:02:20,800 it's probably better to have lighter  parts less saturated than the dark parts. 32 00:02:21,440 --> 00:02:25,360 Let's just set both outputs to one, so  that we have a neutral starting point.   33 00:02:25,360 --> 00:02:29,600 Then let's reduce the saturation in the higher  values, and let's increase the saturation in   34 00:02:29,600 --> 00:02:33,840 the low values a bit. This immediately  brings out the contrast in the texture,   35 00:02:33,840 --> 00:02:37,200 because reducing the saturation  pushes the colors closer to white,   36 00:02:37,200 --> 00:02:39,920 which really contributes to the  perceived brightness differences. 37 00:02:41,040 --> 00:02:43,120 To push the brightness  contrast contrast even more,   38 00:02:43,120 --> 00:02:49,840 we can set the value variation to Smooth Step. 39 00:02:50,960 --> 00:02:54,240 Then let's snap the nodes into place,  and route the connections neatly.   40 00:03:00,240 --> 00:03:04,640 And let's not forget our color coding!  This texture is definitely low frequency,   41 00:03:04,640 --> 00:03:06,960 so let's assign the node color accordingly,   42 00:03:06,960 --> 00:03:11,200 copying the red color from another node,  with our custom Ctrl+Shift+C shortcut. 43 00:03:12,400 --> 00:03:15,680 And of course, let's take a moment  to admire our creation with all that   44 00:03:15,680 --> 00:03:17,840 Cycles displacement and path tracing goodness. 5270

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